Video Games Used to Be Good

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skykiii

kiwifarms.net
Joined
Jun 17, 2018
I kinda went into this in the Nintendo Switch thread but fuck it, I'm feeling stupid today.

Just.... let's go by genre:

RPG = I miss the days when these were as simple as "your party has a fighter, thief, mage and cleric." Back then, if you found a better sword, you equipped it. You didn't have to worry about a million fucking variables like whether the sword added to your shitstain size and gave you .03% advantage in one particular stat you don't even understand the significance of. The payoff was you cared more about the actual journey because you didn't need to care about this micro-managey shit.

Strategy Games = Same deal. There's just too much going on. It's like game designers think something is only "strategic" if there's a fucking spreadsheet involved. In the NES and SNES era, a "Strategy" could be something like "I set fire to this tile to force them to go that way so I can grab their home base."

The irony in both this and RPGs case is that the actual fighting is actually not that complicated. You rarely ever need to think outside the box or activate the little Napoleon inside your head. In fact a lot of them make me feel like I'm doing the same routine every single battle, because all that really matters is the prep I did ahead of time.

Shmups = The entire genre is now Bullet Hell Danmaku stuff. Those are really only ever fun as a novelty, the "whoa look how ridiculous this game is!" kind of thing. Classic shmups were more of an experience, in a lot of ways telling better narratives than even RPGs because of their being the ultimate example of "show don't tell." Rayforce for example tells me a lot more with just its background visuals than any given Final Fantasy game. But in Danmaku, you can't even notice things like the scenery or the music because you're too busy focusing on staying alive. It's to the point where a lot of these games outright don't even bother--like how the various Touhous have the same repeating background over and over because they know you won't even notice.

Fighting Games = First of all, 3D fighting has always sucked, so I'm glad that stuff like Dragon Ball FighterZ exists (in fact I'm not even sure there are any notable 3D fighting games these days--and I mean ones that have actual three-dimensional fighting, not stuff like Smash Bros which looks 3D but entirely plays in 2D).

But there is one trend I fucking hate, and that's how a lot of fighting games have moves that essentially initiate a cutscene where stuff happens to the opponent character, and the player just can do nothing about it. Like whenever Piccolo does that "surround someone with a million little light balls" attack. What I hate about that is... during that cutscene, you're not actually battling, you're watching an animation play out. Nothing you do as either Piccolo or as his unlucky victim actually influences how the scene plays out. It's like the game just stopped to play snippets of a cartoon.

In fighting games, both players should be active participants, all the time. Even Street Fighter II and its "dizzy" mechanic understood this as you could break the dizzy if you mashed fast enough. I give a pass to Mortal Kombat's fatalities though because those are nice enough to only happen when the battle is over.

Horror Games = I'm not sure this genre was ever good. The stories always turn out to be stupid once you get to the end, and any fear you have goes out the window the minute you die and reload a save. That said, if I have to play yet another "hide in the closet until the monster goes away" game, I'm gonna kill a baby pony.

Myst-type games = I made an autistic post about this in the Switch topic, but the fine point is that there's not really a game like Myst anymore... meaning a first-person adventure that both has a story but also a degree of... naturalistic?... puzzle solving. First-person games with a story these days are usually walking simulators, or if they've got puzzles they're an "Escape the Room" game (which is more like a standard adventure game) or else they've explicitly got some sort of gamey gimmick (like the one where you connect light beams everywhere), and either way they're removed from what made Myst fun--that sense that you were doing a sort of archeology, that you weren't "solving a puzzle" so much as you were understanding the world around you.

First-Person Shooters = It's hard to explain but it feels like this genre "slowed down." Even games that are supposed to be deliberate throwbacks feel like they're not as hectic as Doom and its clones used to be. Remember how in those, you could find rooms with hundreds of monsters?

I also don't like the "arena" concept where a room will shut you in and force you to kill monsters who will keep spawning in until the game decides to let you move on. That just seems stupid and arbitrary to me. Part of what made FPSes fun at all is that I had a choice of where and how to fight my battles, such as whether I wanted to shoot the imps in the big hallway or try to save bullets and get them killed by the ceiling trap in the next room over.

Also, stuff like glory kills are fun the first time you see them, but they feel like they just slow the game down.

Autistic Rant Done

Also, obligatory mentions of DLC, games that require internet connections, microtransactions, and all that stuff most people bring up.
 
the FPS genre is fucked in general, most new games of the genre seem to fall into some kind of copycat duplicate of another successful title.
for big name releases, it's either overwatch or cs:go they're trying to copy, for indie games it's either new doom or ultrakill they're mimicking.

normally the outliers save the day here, but the majority of those are also fucked because now they're just emulating old shooter games without trying to address the flaws with that type of game design which caused us to migrate away from it in the first place.
one modern shooter i did somewhat enjoy is devil daggers, the gameplay is amazing, but there's very little content in that game to keep you going beyond hiscore chasing.
 
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Care to explain why? This sounds like a scrub talking point.

Also do you mean "3D models in 2D space" like SFV, or ACTUAL 3D like Tekken?
From OP: "and I mean ones that have actual three-dimensional fighting, not stuff like Smash Bros which looks 3D but entirely plays in 2D." So, more like Tekken.

Basically every 3D fighter I ever played reminded me of something Maddox wrote (before he jumped the shark): "Another word for 'realistic' is 'boring." Okay granted, the game where you can have a little girl fight a panda bear in a tournament isn't exactly "realistic," but ultimately I just prefer how over-the-top 2D games can be. Something like Marvel vs Capcom (I prefer the first one) can feel like spectacles, moreso if you pull it off. By comparison Virtua Fighter and Tekken always felt like I was controlling a slap-fight like I would have at school.
 
By comparison Virtua Fighter and Tekken always felt like I was controlling a slap-fight like I would have at school.
>Fast paced action with juggling.
>more commands than 2D fighters, making matches more complex
>side dodging to avoid moves.
>played more defensively, your moves have to be precise and make their mark or else you're fucked.
>AI in single player will absolutely wreck your ass

<always felt like I was controlling a slap-fight like I would have at school
What the fuck are you talking about?
 
the FPS genre is fucked in general, most new games of the genre seem to fall into some kind of copycat duplicate of another successful title.

They all just play the same now, back in the day I loved Doom and Quake but modern shooters just seem to lack a certain fun aspect - having said that I havent gamed in years but 12 years ago that was my opinion of the ones I had tried.
 
>Fast paced action with juggling.
>more commands than 2D fighters, making matches more complex
>side dodging to avoid moves.
>played more defensively, your moves have to be precise and make their mark or else you're fucked.
>AI in single player will absolutely wreck your ass

<always felt like I was controlling a slap-fight like I would have at school
What the fuck are you talking about?
Long story short, I've just never been as entertained by 3D fighters. I can play them for a lark or a change of pace but I'll always find the spectacle and insanity of 2D fighters more fun.

Also just in general I find many genres don't benefit from going 3D, though it can sometimes come down to a case-by-case basis.

EDIT: Also, 2D fighters just move quicker. This has been kind of a theme in my post and its one reason I say few things benefit from 3D--it seems like 3D games are inherently slower than 2D, unless special effort is made to make them fast (racing for example is a genre that benefitted from the transition).
 
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From OP: "and I mean ones that have actual three-dimensional fighting, not stuff like Smash Bros which looks 3D but entirely plays in 2D." So, more like Tekken.

Basically every 3D fighter I ever played reminded me of something Maddox wrote (before he jumped the shark): "Another word for 'realistic' is 'boring." Okay granted, the game where you can have a little girl fight a panda bear in a tournament isn't exactly "realistic," but ultimately I just prefer how over-the-top 2D games can be. Something like Marvel vs Capcom (I prefer the first one) can feel like spectacles, moreso if you pull it off. By comparison Virtua Fighter and Tekken always felt like I was controlling a slap-fight like I would have at school.
For 3d fighters, the genre is dormant - I only ever hear about Tekken nowadays, and I've never been super into Tekken. When I was in college I played a lot of Soul Caliber / Dead or Alive, and I felt both those franchises were more accessible than Tekken, but those games are dead nowadays.
 
I really miss engaging stories...sob, and i think the main cause games suck today is the diversity horde and dollar whores.
Game creators need to color between the lines and aren't allowed any creative freedom, i mean one could offend some-one and accidentally summon rainbow Mordor and no game studio wants to deal with that crap....because the idiots who rage to get black disabled Vikings in a Drakar simulator have way to much free time and are relentless.

Then we have the restrictions made by the studio heads who think your Main Character is awesome, amazing and would make the game an 9 instead of a 7 but because of time constrains it will be scrapped and go with standard cookie cutter crap instead because it is safe and faster to implement.

I really want a fallout like game made today where i could burn down an old folks home, sell children to slavers or murder them for lulz, loot and shoot everything in sight just because you want to play as an evil asshole who wear slippers made of real alive bunny's. After that i will probably reload and play the good guy because thats how i like to play my games but the freedom for you to go apeshit is there........instead of a Renegade/Paragon system where the only difference on each path is the height of you eye brows
 
cranky did nothing wrong.jpg
 
Shmups = The entire genre is now Bullet Hell Danmaku stuff. Those are really only ever fun as a novelty, the "whoa look how ridiculous this game is!" kind of thing. Classic shmups were more of an experience, in a lot of ways telling better narratives than even RPGs because of their being the ultimate example of "show don't tell." Rayforce for example tells me a lot more with just its background visuals than any given Final Fantasy game. But in Danmaku, you can't even notice things like the scenery or the music because you're too busy focusing on staying alive. It's to the point where a lot of these games outright don't even bother--like how the various Touhous have the same repeating background over and over because they know you won't even notice.
As the resident Touhou fag, I take personal offense to this.

Kidding, mostly, but I can think of one example where Touhou genuinely utilized background storytelling, and that was when the series was still 16-bit.

Mystic Square starts off with the idea of demons coming to the Human World, and the protagonists set off to go investigate in the typical "shoot first, ask question later" style of the series. After several encounters with the demons, who seem more scared than violent, you eventually meet the Goddess of Makai, Shinki, who tells you that the reason demons are coming to the Human World is because they've started a tourism industry.

When the final battle begins, it's mostly just a colored background with some lines here or there, but when the penultimate attack occurs, the background starts turning red. When that attack phase ends, we can finally see what the battle has done to the surrounding scenery...


The background reveals a shot of a city skyline, totally engulfed in flames. Given that your character had a flimsy reason to be here in the first place and feels more like an instigator in practically all the boss encounters, this hits me pretty hard, in that "Damn, I was the bad guy all along" sort of way.
 
I'm so sick of this argument. There are more games being released now than ever and I promise you if you look hard enough you can find something to match your tastes. It's like a boomer in a comment for some classic rock song on youtube saying there's no good music being released today.
 
Your problem seems to be that you're too dumb to play even slightly complex RPG's or strategy games, your reflexes are too poor to play anything but brainless button-masher fighters, shmups, or FPS's, and someone is forcing you at gunpoint to slog through hundreds of shovelware Amnesia clones.
 
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